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== Introduction ==
== Introduction ==
Shiyuu is the closest to the classic style of most fighting games' grapplers. Rather than mixing your opponent up, you play very stationarily. His normals are generally useful and make up for his low speed, in addition to a parry that aids in dealing with the many projectiles and normals that come your way, making for great chances to punish the opponent. With effective play he can catch his opponent off guard and take them to the ground. Once you're in on your opponent, it's very hard for them to escape being gored by his throw game and meaty set-ups.
Shiyuu is the closest to the classic style of most fighting games' grapplers. Rather than mixing your opponent up, you play very stationarily. His normals are generally useful for to make up for his low speed, in addition to a parry that aids in dealing with the many projectiles that come your way. With effective pokes, he can catch his opponent off guard and take them to the ground. Once you're in on your opponent, it's very hard for them to escape his exhausting throw game and meaty set-ups.


== Normals ==
== Normals ==
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'''4A:''' Rapid-Fire jab with good range. Cancellable, chains into 6A, 6B and 2B (Latter 2 do not combo).  
'''4A:''' Rapid-Fire jab with good range. Cancellable, chains into 6A, 6B and 2B (Latter 2 do not combo).  


'''5A:''' An overhead that, while timely, has an armor point on start-up. Cancellable, and leads to a grab.  
'''5A:''' An overhead that, while timely, has one armor point on start-up. Cancellable, and leads to a grab.  


::*'''5AA:''' A follow-up grab from 5A that does extra damage. Can be blocked. Only cancellable by EX moves and Supers.
[[image:https://i.gyazo.com/2a0b2a8fdd770f92e9f282746750fdc2.png]]


'''2A:''' A low jab similar to 4A, but is slightly slower and has less range. Cancellable, chains into 6A, 6B and 2B (6B will not combo).
::*'''5AA:''' A follow-up grab from 5A that does extra damage. Only cancellable by EX moves and Supers.
 
'''2A:''' A low jab similar to 4A, but is slightly slower and has less range. Cancellable, chains into 6A, 6B and 2B (Latter 2 do not combo).


'''6A:''' Another overhead with many perks. It can be chained into from 4A or 2A, avoids lows and grabs of all kinds. Great for oki thanks to a high number of active frames.
'''6A:''' Another overhead with many perks. It can be chained into from 4A or 2A, avoids lows and grabs of all kinds. Great for oki thanks to a high number of active frames.


'''5B:''' 4-hit attack that breaks through armored moves. On hit, can be followed up with a 4A. Cancels into EX and Supers only.
'''5B:''' 4-hit attack that breaks through blast counters. On hit, can be followed up with a 4A. Cancels into EX and Supers only.


'''6B:''' Big straight punch. A good poke that's hard to punish. Cancels into EX and Supers only.
'''6B:''' Big straight punch. A good poke that's hard to punish. Cancels into EX and Supers only.
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'''2B:''' A sweep with good range. Cancellable.
'''2B:''' A sweep with good range. Cancellable.


'''3B:''' 2-hit Low launcher that breaks armored moves. Cancels into EX and Supers only.
'''3B:''' Low launcher. Cancels into EX and Supers only.


'''j.A''' Standard Jumping Light Attack. Good lingering hitbox to fall onto the opponent.
'''j.A''' Standard Jumping Light Attack. Good lingering hitbox to fall onto the opponent.


'''j.?A''' Dropkick. Misleading animation with lower active frames than shown.
'''j.?A''' Dropkick. Misleading animation with lowering active frames than shown.


'''j.B''' Big falling headbutt. Somewhat slow.
'''j.B''' Big falling headbutt. Somewhat slow.


'''j.2B''' Body splash. Very quick, crosses up and is easy to confirm from.
'''j.2B''' Body splash. Very quick crosses up and is easy to confirm from.


== Special Inputs ==
== Special Inputs ==
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::*Token Command Grab.
::*Token Command Grab.
::*Good for catching rolls.
::*Good for catching rolls.
::*Does not connect immediately at the start of the animation, and can be interrupted.
::*Doesn't connect immediately at the start of the animation, and can be interrupted.


'''214C:''' EX Pile Driver
'''214C:''' EX Pile Driver
::*Has full invincibility on start-up.
::*Has full invincibility.


'''623A:''' Spinning Lariat A
'''623A:''' Spinning Lariat
::*Strong AA move.
::*Strong AA move.
::*Can change direction while active.
::*Can change position while active.
::*Potential meaty tool.
::*Great meaty tool.


'''623B:''' Spinning Lariat B
'''623B:''' Spinning Lariat
::*2-hit Variation.
::*2-hit Variation.
::*Higher combo potential.
::*Slower in movement, but lasts longer.
::*Can be trickier to block with good timing on movement.
::*Can be trickier to block with good timing on movement.


'''623C:''' Spinning Lariat EX
'''623C:''' Spinning Lariat EX
::*Completely vertical motion that sends the opponent across the screen on last hit.
::*Completely vertical motion that sends the opponent across the screen.
::*Invulnerability on start-up.
::*Invulnerability on start-up.


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== General Strategy ==
== General Strategy ==


== Combo Examples ==
== Combos ==
 
Despite his simple damage from good reads, some of his combos require a bit more creativity. Aim to end with Super, EX Spinning Lariat and EX Running Grab to top off combos for good damage.
Meaty 6A and Spinning Lariat A are potential combo starters, capable of even stronger ones in the corner.
 
'''Ground:'''
 
::*4AAAA > 623A 
::*2AAA > 623B
::*5A > 632A/B
::*Meaty 6A > 4A > 6B
::*Meaty 6A > 4B > 236A/B
::*Meaty 6A > 4B > 623B > 623A > 623C
::*Meaty 6A > 4B > 623B > 623A > 236236A
 
'''Jump-Ins:'''
 
::*j.AA > 4AAAA > 623A
::*j.AA > 2AAA > 623B
::*j.2B > 4B > 236A
::*j.2B > 4B > 4A > 6B
::*j.2B > 4B > 623B > 623A > 623C
::*j.2B > 4B > 623B > 623A > 236236A
 
'''Corner-Only:'''


::*4B > 4A > 4B > 4B > 4A > 236A/B
**
::*4B > 4A > 4B > 4B > 4A > 623A > 623C > 236236A*
::*Meaty 6A > 4B > 4A > 4B > 4B > 4A > 623A > 623C > 236236A
::*4B > 623B > 4A > 4B > 623A > 236236A
::*3B > 4A > 4B > 623A > 236236A
::*Meaty 623A > 4B > 623B > 623A > 623C > 236236A


{{dragonblast}}
{{dragonblast}}

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